
Rafael Silva
Content Creator
For years, Fire Emblem fans have been chasing the feeling Three Houses gave them. Fortune’s Weave, out now on Switch 2, doesn’t just chase it, it takes the formula somewhere better. Between its tactical battles, its life-sim downtime, and a story you can follow from several sides at once, this is a game to remember, even if a few design choices keep it from being the perfect package.
Four paths, one story

Eshmel and the four Flame Lords
The demon god Balor threatens to plunge the world into war, prompting Eshmel to travel back in time and guide the four Flame Lords who stand against him. This takes the form of four distinct routes, each centred on a different lord and their own journey through the conflict.
Cai wants to save his father from prison, Dietrich seeks the thrill of battle, Theodora hopes to fulfil a long-held wish of her people, and Leda is blinded by her desire to get revenge on those responsible for her father's murder and the destruction of her homeland. Each has something different at stake, making it easy to become invested in their individual journeys, especially when only one can win the Heroic Games and have their wish granted.
But these differences go well beyond the story. Each lord has their own combat and exploration abilities. Cai can throw fireballs at enemies with his Blaze Art and tame mounts while exploring. Dietrich can teleport around the battlefield and detect hidden enemies on the world map, which he can fight to earn currency for improving his Combat Arts. Theodora can hurl boulders at her opponents and recruit soldiers in neighbouring cities, and Leda plays songs that buff allies or debuff enemies and can unlock new classes by dancing at inns.
Each route is already substantial enough to keep you busy for hundreds of hours. But what makes this even better is that you are not limited to just one path. You can switch between protagonists at any point, and because the game keeps track of how characters interact, what you do on one path carries over to the others. This lets you see the story from different perspectives without starting over each time. However, the game only allows one save file, which can be a deterrent for players who would prefer to keep separate playthroughs.
Another thing I wish was handled differently is the way the four rival lords are treated. Bertrand, Talimun, Orchel and Anatolia are really great characters that I, along with much of the community, quickly grew attached to, only to be disappointed by how little story or screen time they got. To be fair, Nintendo has already announced an expansion that aims to give them more story, so at least they are not being forgotten. Still, I would have preferred to have that content from the start instead of waiting for DLC.
The Dagdan Empire

Combat in the Dagdan Empire
Fortune’s Weave gives you plenty to do outside its main missions, with the time between major story events split between life-sim activities in Dagsion and exploring the wider Dagdan Empire.
The city is where you can take a break from the fighting and spend time with the rest of the cast. You can train your units, improve specific skills and take certification exams, while also building relationships between characters by sharing meals or going to the theatre together. These quieter moments give you a chance to get to know everyone outside of battle, making their struggles feel more personal and giving you more reasons to care about them when things go wrong during a mission.
Once you leave Dagsion, the world map opens up and lets you explore the surrounding regions at your own pace. From vendors and supply caches to skirmishes and dungeons, there's no shortage of activities that you can do to help prepare for the next major fight.
This is where the game truly shines. Fire Emblem has always had excellent turn-based combat, but personally, I think Fortune’s Weave has raised the bar and given us the best combat the series has ever had, mostly thanks to the inclusion of Blaze Arts. These powerful abilities can completely turn the tide of battle at the cost of the unit's HP, adding another layer of decision-making to what is already a very complex system. An unusual trade-off, but one that works remarkably well.
Verdict
Fire Emblem: Fortune’s Weave is undoubtedly the best the series has felt in years. Its four routes give you plenty of freedom, the cast is unforgettable, and the combat sets a new standard. The game isn't without its problems, though. A single save file, the lack of a conventional New Game Plus, and story content held back for DLC all keep it short of perfect. Even so, none of these issues dented how much fun I had.
If you loved Three Houses, you owe it to yourself to play this. I say that as someone with over 300 hours in it, and it was my favourite Fire Emblem game before this one came along. I even tried to revisit it for another playthrough after finishing Fortune’s Weave, but found it surprisingly difficult to settle back into. The combat felt sluggish in comparison, and even exploring the Monastery seemed basic and bland. I never thought I'd struggle to enjoy going back to one of my all-time favourite games, but here we are.
Fire Emblem: Fortune's Weave Review
9/10
Fire Emblem: Fortune’s Weave raises the bar for the series, delivering amazing combat alongside a story that kept me hooked. While the single save file, lack of a proper New Game Plus, and DLC-locked story content are frustrating, they do little to overshadow everything Fortune’s Weave gets right.
9
Pros
Four substantial routes with different perspectives on the story.
Each Flame Lord brings unique abilities that change how you explore and fight.
Excellent turn-based combat with plenty of tactical depth.
Life-sim activities let you get closer to the cast.
Cons
Only one save file makes separate playthroughs awkward.
No conventional New Game Plus for another run through the campaign.
The rival lords’ stories are locked behind DLC.












